3 years ago

Major rewrite for the blam engine. This may take longer than expected, just know that I'm working on a robust physics, particle, and loading system.


I've decided to rewrite the main way the engine handles data, unloading, player/obj physics, and overall function.

DATA:

Instead of cramming each sprite with variables, I am creating a categorized list to store variables out of sight. Knowing that this is not performant I use this along with local variables to clean up the engine.

UNLOADING:

The engine had no way to unload objects based on the map or object they were created from. I am still working on the solution to parenting but I am creating a map dependency system. This would help to unload objects independently and efficiently.

PHYSICS:

I have been working on a solution to full 3D rotating physics from scratch however this may only be useful for vehicles. For other physics, I have decided that all physics objects be simulated in a list. This would allow for intercommunication of collisions and greater power over execution order. Particle system physics will however be separate due to it usually being a graphical effect and not essential.

ENGINE:

I am working on developer controls in the engine. Stuff like locked FPS and debug.



0 comments

Loading...

Next up

Does anyone know any good depenetration algorithms I have tried and failed. https://scratch.mit.edu/projects/866654399/

Skeletal sprites https://turbowarp.org/660372392?fps=60. Works great but still much to be done. missing: correct roll, costume switching to match view, animations, optimizations.

This one hurts

new tarkov style game in progress

made in TW using my engine flashback 2

GUN MODEL IS DRAWN BY @Fragg556

I have gotten this to a mostly functional state but there are some bugs and stuff I can't get my head around.

https://turbowarp.org/707372363/editor?fps=240&hqpen

new stuff added to this project i stole clouds from someone in d7, like this post right now. thnx

this is the desaturated version, tell me in the comments if i should resaturate it

I have been experimenting with verlet physics for some time and recently though I would try to test a full verlet vehicle. Results are fantastic though for some reason its og d7. sorry https://turbowarp.org/745724736?interpolate&hqpen

Experimenting with planar global illumination in unreal engine 5. (not screen space, lumen, or rtx)

two new maps in progress

Basic, configurable, and trainable neural network free for various uses. https://turbowarp.org/722616262?fps=60&hqpen&stuck&limitless